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Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.

Results 436 com.unity.netcode.gameobjects issues
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### Description If you spawn several Clients at the same time, it seems like neither the Client nor the Server perform certain code. If you spawn 100 clients at the...

type:bug
priority:low
stat:imported

**Describe the bug** Applying a "NetworkedAnimator" component to an object and pointing it at an "Animator" component which is using an "Override Animation Controller" does not produce ANY of the...

type:bug
stat:backlog

**Describe the bug** After adding MLAPI to my project, WebGL builds fail. **To Reproduce** Steps to reproduce the behavior: 1. Create a new Unity project (3D). 2. Add the MLAPI...

type:bug
good first issue
stat:awaiting triage
stat:backlog
stat:imported

**Describe the bug:** When [integrating Relay and Lobby](https://docs.unity.com/lobby/relay-integrations.htm), it seems you have to start the game (with `StartHost`) before 10 seconds have passed. Otherwise, the lobby you created will be...

type:bug
priority:medium
stat:awaiting response
stat:backlog
stat:imported

**Describe the bug** Spamming warning log printed in console after client disconnects. With the attempt to get the current observers of the network object, the same client id that disconnected...

type:bug
stat:awaiting triage
stat:backlog

**Describe the bug** The `ConnectionApproval` callback allows to pass back a prefab hash to spawn a specific prefab as the player object for the connection player. This is no longer...

type:bug
stat:backlog
priority:low
stat:imported

I am using simple approval: ``` using System.Text; using Unity.Netcode; using UnityEngine; using UnityEngine.UI; public class NetworkPassword : MonoBehaviour { [SerializeField] private InputField PasswordInputField; [SerializeField] private Button HostButton; [SerializeField] private...

type:bug
stat:awaiting response
stat:backlog
priority:low
stat:imported

**Describe the bug** In Boss Room, if we start a game using Unity Relay, with a host and a client, then later remove our internet connection by disabling wifi on...

type:bug
stat:backlog
priority:high
stat:imported

**Describe the bug** Custom messages are ignored on the host when the receiving ID is the host itself. **To Reproduce** 1. Start hosting. 2. Register a custom message handler with...

type:bug
priority:medium
stat:backlog
stat:imported

**Describe the bug** When a client is disconnected from the server and then reconnects from within the same running game instance, it is possible for them to not receive any...

type:bug
stat:backlog
priority:high
stat:imported